My wave 2 AI units in the arcade editor aren't spawning. The game doesn't even seem to acknowledge they exist in the total enemies remaining on assault maps. Basically I'll put down all the wave 1 units I want and then put down the wave 2 units. I'm telling wave 2 to spawn on one unit dead in wave one but when I run the map and kill a wave 1 unit, wave 2 never comes in. In fact, when I made another map in assault mode I had a total of 10 units between waves 1,2,3 however when I ran the map it only considered the wave ones units as the total kills needed to win.
I first started noticing this bug when I was messing around in the editor and spamming units all over the place, I somehow bypassed a limit total as I was free to apparently place down as many units as I wanted. After that I had tested the map and the AI was spawning randomly but an attempt after that was when this bug seemed to start happening.
I've tried everything to fix this including starting a new map, turning off the game, and turning off the console. None of which have seemed to fix the problem.
Any help would be appreciated.![]()
I've never had this happen to me. How exactly did you bypass the total limit?
Have you tried changing the spawn rule (25/50/75% dead)? Or selecting different types of AIs?
Do you have a picture or video of your setup? This would greatly help.
Does this happen only in Assault maps?
Create an Outpost map, place 1-2 AIs in Wave 1 and a few in Wave 2.
Play the map and allow the enemies to see you and sound the alarm. Do the reinforcements spawn?
Even though this probably isn't it, but I should mention that enemies in waves do not spawn when you are looking in their direction.
Another thing (although, again, by your description, this doesn't seem to be your problem): as a rule, there can be a max of 24 AIs in Wave 1. And a few hundred in total. But only about 12 can be on screen (spawned) at once, after you kill some of them from the initial wave (e.g. if you place 24 in Wave 1 and 10 in Wave 2, you should have a total of 34; however, even if the trigger is set to Spawn on 1 killed, the AIs from Wave 2 won't appear until you killed more than half of Wave 1 because of this budget restriction; if you use a low number of AIs in Wave 1, then Wave 2, or some of them, actually spawns after the first AI is killed).
Thanks a lot for the reply! Found out a few things by testing what you told me.
It seems that the main problem is that my Explore map option is bugged as opposed to the Play map. If I choose to explore the map is when I apparently start having problems with the waves after one not even existing which means I'll have to always run my tests in Play mode to get them to spawn in.
Thanks for also mentioning that waves won't spawn if you are looking at them, this was a big issue when I was trying to test even in Play mode.
I think when I mentioned I bypassed the spawn limit I was doing something like putting down wave 1 and 2 units right next to each other and copy pasting them. Trying to get the bug happen again, it seems I may have just been copying only wave 2 units which unlike in Farcry 4, you can apparently place down as many as you want.
Again it seems that I'll simply just have to start using play mode if I want to see how the map works with enemy wave spawning as well. Thanks a lot for telling me to try outpost mode! That mostly helped led me to finding a lot of these things out!
*Edit: When I tried my maps in Explore mode where the bug apparently happens, I did also try changing the 25/50/75 dead spawn in rule and also tried changing the unit types. Both of those didn't seem to help units in waves 2-5 not spawning in*
Enemies don't attack in explore so that you can test animation points and control zones. Combat is tested through play.Originally Posted by ntrntWhtKnght Go to original post
Anyway, I've also been looking for a way to get the 2+ waves to spawn in explore, so I can actually do the animation testing I mentioned. :/
Heh, I didn't even consider you weren't in Play Mode.
As the name suggests, Explore is only for... well, exploring the map.
In Explore mode, you are invisible to NPCs/animals and they ignore your attacks; also, you are immune to any damage.
The Win/Fail conditions are ignored (you don't complete the map when you kill all enemies or reach the extraction zone; you don't fail the map if you've set a timer and it counts down - it doesn't even appear) and, because of this, enemy reinforcements are also disabled.
So your Explore mode is not bugged, that's how it was designed.
Bah, figured I'd report this as a BUG as I don't believe the waves not spawning is INTENDED behavior for Explore mode. Then how are we supposed to test animation points on wave AI if we can't spawn the AI?
Enemies will drop out of their Relaxed state when they see you. There's no modifier to make the player invisible in Play mode so we can test this. So you'll need to kill every previous Wave AI undetected in Play to spawn the wave and see how they react?
I really wish Explore Mode was more like FC4; spawning waves, allowing instant restart and having an option to toggle invisibility and invulnerability on demand. Makes debugging/testing things so much faster!
The way I test everything on wave2+ takes a bit of preparation. Place a platform up high so enemies dont see you, place the spawn and an enemy wave 1 with his back on player. Then, set wave 2 to spawn when one enemy is killed. You can do wave 3+ by placing more enemies a bit further away (wont spawn if close) and make sure the 10-12 enemy limit is not passed so they spawn.
I know, its weird but thats the only way to test them going into vehicles or animation points.